veloren_voxygen_anim/arthropod/
multi.rs1use std::f32::consts::PI;
2
3use super::{
4 super::{Animation, vek::*},
5 ArthropodSkeleton, SkeletonAttr,
6};
7use common::states::utils::StageSection;
8
9pub struct MultiAction;
10
11pub struct MultiActionDependency<'a> {
12 pub ability_id: Option<&'a str>,
13 pub stage_section: Option<StageSection>,
14 pub current_action: u32,
15 pub max_actions: Option<u32>,
16 pub global_time: f32,
17 pub timer: f32,
18}
19
20impl Animation for MultiAction {
21 type Dependency<'a> = MultiActionDependency<'a>;
22 type Skeleton = ArthropodSkeleton;
23
24 #[cfg(feature = "use-dyn-lib")]
25 const UPDATE_FN: &'static [u8] = b"arthropod_multi\0";
26
27 #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_multi")]
28 fn update_skeleton_inner(
29 skeleton: &Self::Skeleton,
30 d: Self::Dependency<'_>,
31 anim_time: f32,
32 _rate: &mut f32,
33 s_a: &SkeletonAttr,
34 ) -> Self::Skeleton {
35 let mut next = (*skeleton).clone();
36
37 let multi_action_pullback = 1.0
38 - if matches!(d.stage_section, Some(StageSection::Recover)) {
39 anim_time
40 } else {
41 0.0
42 };
43
44 for action in 0..=d.current_action {
45 let (move1base, move2base, move3base) = if action == d.current_action {
46 match d.stage_section {
47 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
48 Some(StageSection::Action) => (1.0, anim_time, 0.0),
49 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
50 _ => (0.0, 0.0, 0.0),
51 }
52 } else {
53 (1.0, 1.0, 1.0)
54 };
55 let _move1 = move1base * multi_action_pullback;
56 let _move2 = move2base * multi_action_pullback;
57
58 match d.ability_id {
59 Some(
60 "common.abilities.custom.arthropods.tarantula.singlestrike"
61 | "common.abilities.custom.arthropods.blackwidow.singlestrike"
62 | "common.abilities.custom.arthropods.antlion.singlestrike"
63 | "common.abilities.custom.arthropods.hornbeetle.singlestrike"
64 | "common.abilities.custom.arthropods.weevil.singlestrike"
65 | "common.abilities.custom.arthropods.crawler.singlestrike",
66 ) => {
67 let pullback = 1.0 - move3base;
68 let subtract = d.global_time - d.timer;
69 let check = subtract - subtract.trunc();
70 let mirror = (check - 0.5).signum();
71 let movement1abs = move1base.powi(2) * pullback;
72 let movement2abs = move2base.powi(4) * pullback;
73 let movement3abs = move3base * pullback;
74
75 if s_a.snapper {
76 next.chest.scale = Vec3::one() * s_a.scaler;
77
78 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
79 next.head.orientation = Quaternion::rotation_x(
80 movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * 0.8,
81 ) * Quaternion::rotation_y(
82 movement1abs * -0.1 + movement2abs * 0.2 + movement3abs * 0.2,
83 );
84
85 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
86
87 next.mandible_l.position =
88 Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
89 next.mandible_r.position =
90 Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
91 next.mandible_l.orientation = Quaternion::rotation_z(
92 movement1abs * 0.7 + movement2abs * -1.0 + movement3abs * 0.8,
93 );
94 next.mandible_r.orientation = Quaternion::rotation_z(
95 movement1abs * -0.7 + movement2abs * 1.0 + movement3abs * -0.8,
96 );
97
98 next.wing_fl.position =
99 Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
100 next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
101 next.wing_fl.orientation =
102 Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
103 * Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2)
104 * Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
105 next.wing_fr.orientation =
106 Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
107 * Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2)
108 * Quaternion::rotation_z(movement1abs * 0.2 + movement2abs * -0.2);
109
110 next.wing_bl.position =
111 Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
112 next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
113 next.wing_bl.orientation =
114 Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
115 * Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2);
116 next.wing_br.orientation =
117 Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
118 * Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2);
119
120 next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
121 next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
122
123 next.leg_fcl.position =
124 Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
125 next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
126
127 next.leg_bcl.position =
128 Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
129 next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
130
131 next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
132 next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
133 } else {
134 next.chest.scale = Vec3::one() * s_a.scaler;
135 next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
136 * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
137
138 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
139 next.head.orientation =
140 Quaternion::rotation_x(
141 movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
142 ) * Quaternion::rotation_y(
143 mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
144 ) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
145
146 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
147
148 next.mandible_l.position =
149 Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
150 next.mandible_r.position =
151 Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
152 next.mandible_l.orientation = Quaternion::rotation_x(
153 movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
154 ) * Quaternion::rotation_z(
155 movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
156 );
157 next.mandible_r.orientation = Quaternion::rotation_x(
158 movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
159 ) * Quaternion::rotation_z(
160 movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
161 );
162
163 next.wing_fl.position =
164 Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
165 next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
166
167 next.wing_bl.position =
168 Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
169 next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
170
171 next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
172 next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
173 next.leg_fl.orientation = Quaternion::rotation_z(
174 s_a.leg_ori.0
175 + movement1abs * 0.4
176 + movement2abs * -0.4
177 + movement3abs * 0.8,
178 ) * Quaternion::rotation_x(
179 movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
180 );
181 next.leg_fr.orientation = Quaternion::rotation_z(
182 -s_a.leg_ori.0
183 + movement1abs * -0.4
184 + movement2abs * 0.4
185 + movement3abs * -0.8,
186 ) * Quaternion::rotation_x(
187 movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
188 );
189
190 next.leg_fcl.position =
191 Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
192 next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
193
194 next.leg_bcl.position =
195 Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
196 next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
197
198 next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
199 next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
200 }
201 },
202 _ => {},
203 }
204 }
205
206 next
207 }
208}